Potion: Tranport
When a dose of this potion is imbibed, and the imbiber concentrates on a location, he or she will be taken to that location.
Important:
There will be a 01% chance (a roll of 01 on the % dice) that a miss-transport will occur. Check for each and every creature, and each provision pack or bundle that is not being carried in the same space. If a miss-transport happens, roll on the following chart:
Chart #1
%Roll: Result of miss-transport:
01-10: Special. Roll on Chart #2
11-70: To high. Roll on Chart #3
71-00: To low or obstacle in path. Roll on Chart #4
Chart #2
%Roll: Special:
01-90: Taken to random region within the same plane or dimension currently in,
instead of the desired location. This is due to the thoughts of the one using
the ring being distracted. If the user of the ring can make a successful
avoidance-roll vs. "Mental-Attack", treat this as a 91-99 roll.
91-99: This transport has succeeded as if nothing has gone wrong, but the magic
of this transport has flawed somehow, causing the one transported to transport
at random times in the future. There will be no further checks for miss-transport
for this person in the future (unless transport is preformed by means of magic
or some item of magic). Transport will occur randomly (up to every 360 days).
Any persons within the "Area of effect" will be caught up in the magic and
transported as well (check miss-transport for those taken).
00: Transporter is cursed, causing any one item upon his or her person to be
transported to a random area of Utaemia.
Chart #3
Too high: Destination desired is correct; but too high. Roll on the following chart to see how high transport missed its mark:
%Roll: Result:
01-10: 1 D-20' to high.
11-20: 1 D-20 x2' to high.
21-30: 1 D-30 x3' to high.
31-40: 1 D-20 x4' to high.
41-50: 1 D-20 x5' to high.
51-60: 1 D-20 x6' to high.
61-70: 1 D-20 x7' to high.
71-80: 1 D-20 x8' to high.
81-90: 1 D-20 x9' to high.
91-00: 1 D-20 x10' to high.
Any avoidance-rolls, like "Coordination" or "Fall", which must be rolled, to see if any injuries occur, will be strictly up to the Game Master.
Chart #4
%Roll: Too low or obstacle in path:
01-08: Head is transported into something.
09-13: Neck is transported into something.
14-23: Chest is transported into something.
24-30: Abdomen is transported into something.
31-34: Left-Hand is transported into something.
35-40: Left-Arm is transported into something.
41-44: Right-Hand is transported into something.
45-50: Right-Arm is transported into something.
51-61: Hip is transported into something.
62-69: Left-Leg is transported into something.
70-74: Left-Foot is transported into something.
75-82: Right-Leg is transported into something.
83-87: Right-Foot is transported into something.
88-00: Back is transported into something.
Game Master:
The amount of the body part being transported into something, and the terrible damage caused, will be strictly up to you.
Question: What if I concentrate on transporting 100' above my location?
Answer: If a miss-transport occurs, you may transport too low and still be safe. However, if you transport correctly, you will be too high and fall.
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Area of Effect: 1 space (5') + all the spaces surrounding that space.
Avoidance-Roll: None.
Damage: None.
Doses: 1-D4.
Duration: Instant.
Effect Time: 10 turns (50 seconds).
Hand Movement: None.
Healing: None.
History: Kithrin Dwarves crafted this potion. Nothing more is known.
Immunities: Magic-resistance will block this and must be checked for. One can only transport within the Dimension of Plane they are currently in.
Invoke time: None.
Maximum Adjustment: None.
Notes: None.
Potion Attributes:
Color ---- : Clear.
Smell ---- : None.
Taste ---- : None.
Texture - : Like water.
Preparation: Drink 1 dose.
Range: Imbiber only.
Resting Time: 1 turn per 10 miles of transport.
Susceptibilities: None.
Value: 5 White-Gold per does.